#version 330

in vec3 normal;
in vec4 position;
in vec3 eye_normal;
in vec4 eye_position;
in vec4 color;
in vec2 tex_coord;

uniform sampler2D p3d_Texture0;

out vec4 mygl_FragData_0;
out vec4 mygl_FragData_1;


void main()
     
 {
     
     vec4 result = color * texture2D(p3d_Texture0, tex_coord);
     
     mygl_FragData_0 = result * 1.000001;
     mygl_FragData_1 = vec4(0, 0, 0, 0.0001);
     
     
}

